reaVer
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Does anyone have the official Guilty Gear Stick?
reaVer replied to Jotamide's topic in Guilty Gear General
How does that stick play? Is it better than a HRAP? -
Both, you don't have a stretch to screen basically.
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That is kinda strange, try double tapping.
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If you do an IAD and attack too soon, the attack won't come out, simple as that really; happens on nullDC and PS2 as well.
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Ok, list updated and prioritized.
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You misinterpreted. To clarify, every person here has started out as tourney fodder, noone was instantly good and even now we're still not good when compared to the Japanese players. But that isn't why we play the game, we play the game because we love it and for most of us that has meant that we took our time with this game to understand it and get better. Unfortunately, for most people this doesn't happen. For most people it's: they see the game, play against someone that is half decent, lose pretty badly and never touch it again(most of em switch to SF or some shit). And that has happened so often now that people expect that people getting in for the hype will not stay in for the long run. This in turn will imply that if you don't want to put any effort into the game, you should probably not even bother to play it. Again, GG is a fun game, we'd love you to play it. But just know what you're getting yourself into.
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I repeat: Sony does not want your money. Sony doesn't care for your money. Sony doesn't even care for you.
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I can wait. Tsak: his defense by itself doesn't seem to be the issue from his story. I'd say it's the loss and inability to regain momentum that causes him to lose the match. Though first I'd want to see footage before telling him how or what.
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People people people. The last time we were sony's customer was before the PS2 slim era. We're not their customer, we should stop bothering with them.
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Hi! I've been playing Order Sol for 6 years and I still cannot win tournaments! :D If you have footage of yourself I'm willing to analyze it.
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If GG matchmaking is the same as BB, an attempt to get the custom list automatically means you're generating a room. That generated room allows people to challenge you while you're browsing. And adding to that, anyone that is trying to do a quick find, will attempt to join your room and their rooms are on for display in the player list.
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Time for me to step in... You cannot do a forward crossup with a Gunblaze. So 5K-S2S-D 214D 66214S will not crossup unless the opponent is faultless guarding or standing. The Gunblaze from their backs (which is the second from 5K-S2S-D 214D 214S 214S) will always crossup regardless of their guarding method/position. This is because there's no turn around for the defending character in the latter. So this means that corner crossups by Gunblaze are almost completely out of the question. You can however use the GB to position yourself behind the opposing character if possible. So if he's almost in the corner, something like 5K-S2S-D 214D 214S will put you at the right spot at the right timing, do note that almost any opponent will try to throw you there making this mixup not as effective as you'd want it to be.
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LOL
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Confirmed, L1+R1 selects Character BGM, stage music and random music is still missing however.
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Hi all, I'm going to dig for that arcsys email that I used earlier to harass them. Meanwhile, I'd prefer to build a complete index of issues that are currently there with GGXXAC+. Issues brought to my attention: URGENT: There are memory reference errors found within the game, we do not know the full scope of the problem(though so far it only has occursed in training mode) but it should be looked into nonetheless. The memory reference error seem to occur when minions are summoned. (The problem seems to be isolated to the xbox360 version) Netcode, it's worse than mine, now I'm no fool but I did this in my spare time, I'd expect a professional team to do better than this. We need a more aggressive delay picking algorithm and we need packet duplication to deal with bad routes and interference. Preferably we would like a prediction mechanism like found in many FPSes or a rollback mechanism as found in GGPO. HIGH PRIORITY: Matchmaking, custom matchmaking and related tools that facilitate play against opponents over the internet are poorly working. This includes players not being able to join rooms, players being grayed out (I'd assume that the game is not activating UPnP), network connection status is wrong, players not able to join on friend invites and players not being able to see connection status before agreeing with the match. NORMAL PRIORITY: Buttons seem unresponsive at times, especially the reset button in training mode tends to have a mind of its own. There are ever so slight performance issues on the PS3 version of the game. Spend more than 5 minutes in training mode and you will have encountered at least 1 framedrop. This is not limited to Guilty Gear but has happened in BlazBlue as well. Shortcut mode is missing, I hate having to live without this feature. Menus perform slowly and horribly. Responsiveness of online menus and pop up screens is downright disgusting. Regular widescreen mode is missing. Survival Mode Record is based off of your latest score, not your highest. This is probably a glitch. Arcade and MOM mode records are cumulative, not based off your highest score either. This is silly and probably not a glitch. It's just odd. LOW PRIORITY Training mode: Using Testament's instant kill and then resetting mid scene causes the opponent to float: http://www.youtube.com/watch?v=kUPAs8sTkWQ There are other reset bugs similar to this one. Random and Stage are not in the music select list. Charge is spelled as Chage in trainingmode. Storm Viper is still spelled as Strum Viper in the arcade screen. Some features(such as language selection) are listed in a different font than that is normally applied. Progressive scan select menu is still in the game. Missing option to play the unlockable stages while playing online. Training Mode: When holding downback or downforward in training mode on a 360 controller analog stick, seemingly within a very narrow range of stick deflections, the training dummy will walk toward the player. This can occur if the player is crouching or walking forward. 5/5 attempts.(x360) Please report any outstanding issues so that whoever is going to mail them can send a complete list.
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ElvenShadow: wouldn't it be better to just report these issues to arcsys and ask them for a fix? And sure, they are not necessarily entitled to fix the issues, but as much as I love the game, I wouldn't be spending that kind of money on a game that didn't deliver. Quite honestly, as much as I like the game, if they keep GGXXAC+ the way it is, it will be my last game I buy from arcsys.
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Yes, because companies taking the load off of their servers is a serious offense!
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I'm pretty sure that if I open a socket on console to my own master server, I'll get that connection...
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The changes aren't that excessive. What I believe most people forget is that the game was balanced in AC as it was and that means that players already learned to counter Eddie, now if you add the nerfs you can immediately see how a what used to be a gigantic advantage in 2007 into something that is on equal level with the rest of the cast.
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Slayer's cancels/links are muscle memory and tend to be fine. Things that tend to be affected by lag is decision making, reaction time and accuracy. EDIT: People interested in a complaint thread where we index all current issues and prepare a letter to arcsys (telling them how angry we are) to give them a list of things we want to see resolved?
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Guilty Gear FAQ Thread - Ask your questions here!
reaVer replied to Kairi's topic in Guilty Gear General
To remove any confusion about the sj install, 5S sji is the most difficult one, but doable. What you want to do is hit jump before 5S hits, then 29 as 5S hits so you get the superjump. Essentially it's 5S929 in rapid succession. -
Alright, I did some playing online and here are my findings: The netcode is EXACTLY like BlazBlue; which would sound like a good thing but it isn't. BlazBlue is designed to be played synchronously over the internet, meaning that many moves are slower, dashes are slower and jumps are slower to compensate for the time lost when packets are being transmitted. So now lets put everything into context: BB acceptable delay is delay 4; you're still able to enjoy the game almost just like you would offline, for GG this is only delay 2. But the netcode as careful as it is picks according to BB logic and will pick delay 4 quite easily if it thinks it makes the game less prone to lagging and dropping inputs. So if you're wondering why your relatively local games make you feel like you're moving around a bag of bricks, that's why. Next up, this code online follows TCP logic, heck I even think it's TCP rather than UDP. So that means that if anyone so much as touches your line, you will get noticeable lag up to the point you will get framedrops and lose inputs. This is something I fixed somewhere in may in the NullDC netcode switching to UDP and implementing simple packetdup. Doing just this, would've kept the netcode a LOT smoother for most people. Then something I couldn't implement in nullDC due to the fact that I cannot read and change gamestate: prediction. Just like BB, GGXXAC+ online has no prediction, it's as easy as fast forwarding some dashes, skipping a few frames in certain moves... you know, the stuff GGPO is simulating by fast forwarding the emulator. So all in all, I feel we're going backwards with this netcode. And I hope that arc sys will take that one week (yes, the total amount of time I spend on the netcode is 1 week) to develop something proper rather than this shit.
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Why would you shoot your own PS2?
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Guilty Gear FAQ Thread - Ask your questions here!
reaVer replied to Kairi's topic in Guilty Gear General
It just takes practice, and while theoretically the black beat combo is bad, I haven't had that many people tech out of it anyway. Just practice em and use them and they will get air tight on their own. -
You probably shouldn't go for that... ch jH 5S jH-D, djH-D |> j.H-D, dj.H-D should be enough. The rest you do will be rather marginal and usually very bad for resets, when you do the previous combo, you got blowback and he cannot tech out of the corner directly(he needs to airdash). If you use 5H, you're granting him forward tech making it harder for you to contain him in the corner.